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-rw-r--r--Samples/OculusRoomTiny/RenderTiny_D3D11_Device.h36
1 files changed, 19 insertions, 17 deletions
diff --git a/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.h b/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.h
index e16aa73..e6e4a2e 100644
--- a/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.h
+++ b/Samples/OculusRoomTiny/RenderTiny_D3D11_Device.h
@@ -503,7 +503,7 @@ class Model : public Node
{
public:
Array<Vertex> Vertices;
- Array<UInt16> Indices;
+ Array<uint16_t> Indices;
PrimitiveType Type;
Ptr<ShaderFill> Fill;
bool Visible;
@@ -528,20 +528,20 @@ public:
// Returns the index next added vertex will have.
- UInt16 GetNextVertexIndex() const
+ uint16_t GetNextVertexIndex() const
{
- return (UInt16)Vertices.GetSize();
+ return (uint16_t)Vertices.GetSize();
}
- UInt16 AddVertex(const Vertex& v)
+ uint16_t AddVertex(const Vertex& v)
{
OVR_ASSERT(!VertexBuffer && !IndexBuffer);
- UInt16 index = (UInt16)Vertices.GetSize();
+ uint16_t index = (uint16_t)Vertices.GetSize();
Vertices.PushBack(v);
return index;
}
- void AddTriangle(UInt16 a, UInt16 b, UInt16 c)
+ void AddTriangle(uint16_t a, uint16_t b, uint16_t c)
{
Indices.PushBack(a);
Indices.PushBack(b);
@@ -550,8 +550,8 @@ public:
// Uses texture coordinates for uniform world scaling (must use a repeat sampler).
void AddSolidColorBox(float x1, float y1, float z1,
- float x2, float y2, float z2,
- Color c);
+ float x2, float y2, float z2,
+ Color c);
};
@@ -619,15 +619,18 @@ enum DisplayMode
// Rendering parameters used by RenderDevice::CreateDevice.
struct RendererParams
{
- int Multisample;
- int Fullscreen;
+ int Multisample;
+ int Fullscreen;
+ // Resolution of the rendering buffer used during creation.
+ // Allows buffer of different size then the widow if not zero.
+ Sizei Resolution;
// Windows - Monitor name for fullscreen mode.
- String MonitorName;
+ String MonitorName;
// MacOS
- long DisplayId;
+ long DisplayId;
- RendererParams(int ms = 1) : Multisample(ms), Fullscreen(0) {}
+ RendererParams(int ms = 1) : Multisample(ms), Fullscreen(0), Resolution(0) {}
bool IsDisplaySet() const
{
@@ -642,7 +645,6 @@ class RenderDevice : public RefCountBase<RenderDevice>
protected:
int WindowWidth, WindowHeight;
RendererParams Params;
- Recti VP;
Matrix4f Proj;
Ptr<Buffer> pTextVertexBuffer;
@@ -790,8 +792,8 @@ public:
// This is a View matrix only, it will be combined with the projection matrix from SetProjection
virtual void Render(const Matrix4f& view, Model* model);
- virtual void Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices);
- virtual void Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices,
+ virtual void Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices,int stride);
+ virtual void Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices,int stride,
const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles, bool updateUniformData = true);
virtual ShaderFill *CreateSimpleFill() { return DefaultFill; }
@@ -811,7 +813,7 @@ int GetNumMipLevels(int w, int h);
// Filter an rgba image with a 2x2 box filter, for mipmaps.
// Image size must be a power of 2.
-void FilterRgba2x2(const UByte* src, int w, int h, UByte* dest);
+void FilterRgba2x2(const uint8_t* src, int w, int h, uint8_t* dest);
}}